<!DOCTYPE html>
<html lang="en">
	<head>
		<title></title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				margin: 0;
				overflow: hidden;
				background: #000;
			}
		</style>
	</head>
	<body>
		<script src="https://www.jq22.com/jquery/jquery-1.10.2.js"></script>
		<script src="https://www.jq22.com/jquery/three.min.js"></script>

		<script>

			var SEPARATION = 100, AMOUNTX = 60, AMOUNTY = 40;
			var container;
			var camera, scene, renderer;
			var particles, particle, count = 0;
			var mouseX = 0, mouseY = 0;
			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			$(function () {
				init();		//初始化
				animate();	//动画效果
			});

			//初始化
			function init() {

				container = document.createElement( 'div' );	//创建容器
				document.body.appendChild( container );			//将容器添加到页面上
				camera = new THREE.PerspectiveCamera( 120, window.innerWidth / window.innerHeight, 1, 2000 );		//创建透视相机设置相机角度大小等
				camera.position.set(0,450,2000);		//设置相机位置

				scene = new THREE.Scene();			//创建场景
				particles = new Array();

				var PI2 = Math.PI * 2;
				//设置粒子的大小，颜色位置等
				var material = new THREE.ParticleCanvasMaterial( {
					color: 0x13C2C2,
					vertexColors:true,
					size: 4,
					program: function ( context ) {
						context.beginPath();
						context.arc( 0, 0, 0.01, 0, PI2, true );	//画一个圆形。此处可修改大小。
						context.fill();
					}
				} );
				//设置长条粒子的大小颜色长度等
				var materialY = new THREE.ParticleCanvasMaterial( {
					color: 0xffffff,
					vertexColors:true,
					size: 1,
					program: function ( context ) {

						context.beginPath();
						//绘制渐变色的矩形
						var lGrd = context.createLinearGradient(-0.008,0.25,0.016,-0.25);
						lGrd.addColorStop(0, '#16eff7');
						lGrd.addColorStop(1, '#0090ff');
						context.fillStyle = lGrd;
						context.fillRect(-0.008,0.25,0.016,-0.25);  //注意此处的坐标大小
						//绘制底部和顶部圆圈
						context.fillStyle = "#0090ff";
						context.arc(0, 0, 0.008, 0, PI2, true);    //绘制底部圆圈
						context.fillStyle = "#16eff7";
						context.arc(0, 0.25, 0.008, 0, PI2, true);    //绘制顶部圆圈
						context.fill();
						context.closePath();
						//绘制顶部渐变色光圈
						var rGrd = context.createRadialGradient(0, 0.25, 0, 0, 0.25, 0.025);
						rGrd.addColorStop(0, 'transparent');
						rGrd.addColorStop(1, '#16eff7');
						context.fillStyle = rGrd;
						context.arc(0, 0.25, 0.025, 0, PI2, true);    //绘制一个圆圈
						context.fill();

					}
				} );

				//循环判断创建随机数选择创建粒子或者粒子条
				var i = 0;
				for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
					for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
						var num = Math.random()-0.1;
						if (num >0 ) {
							particle = particles[ i ++ ] = new THREE.Particle( material );
						}
						else {
							particle = particles[ i ++ ] = new THREE.Particle( materialY );
						}
						//particle = particles[ i ++ ] = new THREE.Particle( material );
						particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
						particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 );
						scene.add( particle );
					}
				}

				renderer = new THREE.CanvasRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );
				// document.addEventListener( 'mousemove', onDocumentMouseMove, false );
				//document.addEventListener( 'touchstart', onDocumentTouchStart, false );
				//document.addEventListener( 'touchmove', onDocumentTouchMove, false );
				window.addEventListener( 'resize', onWindowResize, false );
			}

			//浏览器大小改变时重新渲染
			function onWindowResize() {
				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
			}

			function animate() {
				requestAnimationFrame( animate );
				render();
			}

			//将相机和场景渲染到页面上
			function render() {
				var i = 0;
				//更新粒子的位置和大小
				for (var ix = 0; ix < AMOUNTX; ix++) {
					for (var iy = 0; iy < AMOUNTY; iy++) {
						particle = particles[i++];
						//更新粒子位置
						particle.position.y = (Math.sin((ix + count) * 0.3) * 50) + (Math.sin((iy + count) * 0.5) * 50);
						//更新粒子大小
						particle.scale.x =  particle.scale.y = particle.scale.z  = ( (Math.sin((ix + count) * 0.3) + 1) * 4 + (Math.sin((iy + count) * 0.5) + 1) * 4 )*50;	//正常情况下再放大100倍*1200
					}
				}

				renderer.render( scene, camera );
				count += 0.1;
			}

		</script>
	</body>
</html>
